Hidden 10 yrs ago Post by Doctor Belasco
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Doctor Belasco

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So, I'm guessing that, if you're on this site, you like to RP.
And if you like to RP, I'm guessing you make characters.
And if you make characters, you've probably seen something that looks like this:

Name:
Age:
Personality:
Appearance:
Background:

Are you sitting comfortably?
Then let's begin.

What is the purpose of a character sheet?

A character sheet is such a ubiquitous element of play-by-post RPing that we perhaps overlook its functions. In essence, its primary function is to give the GM information, but it gives the GM a lot more information than you might think.

  • Information about your character: this is where the GM will see whether your character fits into the setting, will suit the nature of the RP, and, sometimes, how your character will react to the other players' characters.


  • Information about you the player. You can and will be judged by your character sheet – if not by the GM, by your fellow players. Somebody on this forum once described a character sheet as a 'job interview', which is, I think, a perfect analogy. You will be judged based on the writing ability you demonstrate and the attitude you show. If you come across as a poor writer or a belligerent player, some GMs will not give you a second chance and will not accept you into their RP.


The majority of GMs are quite chilled in general, or are so happy to have people signing up to their RP they'll overlook pet peeves. This is a pragmatic outlook, but not one that fosters the best practise. This article is written with the intention of pleasing the most nitpicky and elitist GM of all time – by thinking about what GMs actually want and expect from you, you can create characters better-suited to their RP, and, by reverse-engineering their annoyances, I think make better characters altogether.

What does a GM want?

Chances are, the GM really doesn't care about you. They might like playing with you or chatting with you, but, being a GM is tough, and they probably will do anything to get their RP off the ground, at at least the minimum standard they can bear. It's cynical, but it's probably largely true.

That means, they want players with the main following traits:

  • Writing Ability: they want to enjoy your writing and feel that you actually add something in your posts. Each GM varies – I personally value spelling, punctuation and grammar as highly as flare. This can be judged by the wordier sections of your sheet (written descriptions, personality, background).


  • Great Attitude: the forum's mantra? Be cool like Fonz. A GM wants somebody that's flexible, friendly, and comes up with their own ideas while totally getting on board with and being committed to the core concept of the RP. They don't want a player that is lazy, careless or unfriendly – this can be judged by your general presentation in the sheet, and communication in the OoC thread.


  • Activity and Communication: this can't really be judged by the character sheet, but it's worth mentioning. If you can't post for a while, tell the GM. If you need to leave the RP, tell the GM. If you say you're going to post in an hour or so, do it. Dropping out unexpectedly often kills RPs, and GMs and other players remember you if you murdered their darlings. You can and will get a reputation for this. For the purposes of this article, just make sure your CS is promptly submitted if you say it will be.


What do I do first?

So, when faced with a character sheet in the OoC thread, what do you do? Firstly, I recommend copying and pasting the skeleton into a separate programme. A thought-out sheet takes time – by doing it in a separate window, you aren't tempted to click the 'reply' button before you're ready, and, just in case your browser or the Guild crashes, you don't lose your hard work.

Next: think about the information your GM has given you. Make sure you understand the setting; the races (if applicable); what roles (if any) the GM has specified they would like filled; etcetera. Digest this information. There's nothing more frustrating than designing an intricate, deep character for an RP to which they aren't suited.

Next: see what other players have done. I can't overemphasise this point. Not only will their character give you some inspiration for your own, if somebody has an archetypal 'mentor' character, then, obviously, you should avoid trying to fill that particular niche within the group.

Now you're ready to start designing your character.

I'm so excited! … What do I do?

I'll be honest; there is no walkthrough that's going to take you through the creative process well. Sometimes characters unfold themselves out of midair and fill the sheet in themselves. Others take more work. If you're stuck for inspiration, talk to the GM. This shows the ability to be self-critical, and they'll feel like you want the best for their RP – it shows great attitude. Apart from anything else, they might actually come back and say “Well, hey, actually, we need somebody to fill the fighter (or whatever) role on the team!”

Thinking about the role your character plays in the cast is very important here, and you have several ways to think about this.

  • What does your character's behaviour and personality add to the group dynamic? In what ways will your character be a help, and in what ways a hindrance?

  • What practical role will your character play in the 'party'? In a standard D&D Quest, we can think about this in terms of character classes (mage, knight, thief), but this general model is applicable to a lot of modern settings (weapon specialist? Conman? Admin assistant?!)

  • Of what thematic role is your character representative to the reader? What conflict do they experience? The key thing about an RP is that it is one story told intimately from many angles. Stories hinge on conflict, and a character's conflict will drive how each player tackles their telling of the story, and adds to the overall theme.


This is hard!

Creating an original, interesting character is hard. If you're really stuck for ideas, try looking at a list of character archetypes. Think about the niches already filled by other players' sheets, and design your character with complementary or contrasting traits. It's okay to start with a really vague idea and refine it as you go along. The only things I would say as a general rule you shouldn't start with are your characters' powers (in appropriate settings) or what they wear, for reasons I'll come back to later.

If you're finding it a challenge, don't fret. Everybody knows that writing can be hard sometimes, and just because you have writer's block now, it doesn't mean your ideas, when they do come, will be any worse for it.

General Guidance:

Here is a list of general tips. These are probably the most important elements of putting together a 3D character that you understand, that tend to go completely overlooked.

  • The big Question: a genie bursts out of a lamp and offers your character a wish. What do they wish for? This will tell you what your character wants to achieve. Think about long and short-term goals. In acting and writing, it's always important to work out your character's motivations. This is what will give them a sense of drive rather than passively being the vehicle by which you tell your story.

  • The big Why: for every detail you put in your sheet, ask yourself why you have put it there. What does it say about your character? Be honest: did you put that detail in there because you personally think it's cool? Is that magic power in there because it's the kind of power you'd like? What about that expensive car they drive everywhere? Are these details for your benefit, or the reader's?

  • The big How: for every detail you put in your sheet, ask yourself where that detail has come from. How did your character come to be where they are, what they are, who they are?

  • Day in the Life: understand your character's domesticity, if they have one. What does their daily life look like? Who are their friends? Where do they go? How do they relax? I like to ask myself how they celebrated their last birthday. If you can work these out (in your head; they don't have to go into your sheet), you are more likely to have a realistic, rounded character that doesn't feel like it sprung into existence for the sake of the RP.


Filling in the sheet:

The exact contents of the character sheet will vary from RP to RP and from GM to GM. Obviously, relevant details in one RP aren't necessarily relevant in the next. What I'm going to do here is go through each of the common criteria and point out the pitfalls that people can make while doing this. The one rule is make sure that, if the GM has given specific instructions, that you follow them.















Finishing up:

Proofread your sheet before posting. Lots of typos look lazy and messy at best, and a Grammar Nazi GM will hate your guts at worst. Spell-check will not do. The odd mistake is understandable, but passages littered with faults will likely be counted against you. Also, make sure you've formatted your sheet how the GM has requested, especially if they have explicitly stated a given format. If you know the GM or they've given you the impression that this is okay, feel free to go crazy with the formatting. Add fields for extra information, design it completely differently if you like – just make sure the GM is okay with you submitting your stuff like that. While the effort and thought and enthusiasm you put into designing more interesting sheets will likely count in your favour, it can just as easily rebound if the GM gets the idea that you're the type to just do your own thing. It's about nuance, and it's worth bearing mind that counter-intuitive sheets are hard to compare to one another. In information-intensive sheets (that outline, say, what Pokemon you have on your team), the presentation can very easily obscure the information and generally be a hindrance. The golden rule is to follow the GM's instructions, where instructions have been given. Explicitly not giving information the GM has asked for in the character sheet does not show a cooperative, positive attitude.
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Hidden 10 yrs ago Post by Psyga315
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Psyga315 From Shadows

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I give this guide a thumbs up. Really informative.
Hidden 10 yrs ago Post by Doctor Belasco
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Doctor Belasco

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Cheers dude :)

Anything missing? Anything need clarification?
Hidden 10 yrs ago Post by ruronihs
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I would like to make a comment about powers and equipment. Everything that you put in this section should in some way relate to both the setting of the RP and the character's personal past. If the RP is taking place in a totalitarian regime, it might be kind of hard to justify that M-16 that you always carry on your back. You wanna be a martial arts master? Cool, where did you learn and how does that affect your style? If we are talking about what GMs want to see, then I think its safe to say that they want to see players embrace their world. Mold your character to fit the world. Try not to ask the GM to mold the world to fit your character.

Also, I have a general distaste for teleportation and auto-regen. Oddly, I don't see them used to make characters overpowered in combat as often as I see them as plot contrivances. The former is used far too frequently to immediately transport one character in a place to sulk while another character (or characters) is expected to seek the teleporter out and console him/her. The latter simply removes any sense of tension, drama, or potential character development that can result from an injury.
Hidden 10 yrs ago Post by Psyga315
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Doctor Belasco said
Cheers dude :)Anything missing? Anything need clarification?


No, I think you hit every nail on the head. Or I'm not thinking of anything at the moment.
Hidden 10 yrs ago Post by Doctor Belasco
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Doctor Belasco

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ruronihs said
I would like to make a comment about powers and equipment. Everything that you put in this section should in some way relate to both the setting of the RP and the character's personal past. If the RP is taking place in a totalitarian regime, it might be kind of hard to justify that M-16 that you always carry on your back. You wanna be a martial arts master? Cool, where did you learn and how does that affect your style? If we are talking about what GMs want to see, then I think its safe to say that they want to see players embrace their world. Mold your character to fit the world. Try not to ask the GM to mold the world to fit your character.


Couldn't agree more. That'll be going in.

Also, I have a general distaste for teleportation and auto-regen. Oddly, I don't see them used to make characters overpowered in combat as often as I see them as plot contrivances. The former is used far too frequently to immediately transport one character in a place to sulk while another character (or characters) is expected to seek the teleporter out and console him/her. The latter simply removes any sense of tension, drama, or potential character development that can result from an injury.


This is good writerly advice, but that's not what this guide is for so I think it'd be out of place if I tried to crowbar it in.
Hidden 10 yrs ago Post by FiroIV
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This was a good article.
Hidden 10 yrs ago Post by MatthiasAngel
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Where a picture is specified: post a picture appropriate to the setting that accurately depicts your character. Avoid stylised images where the style is not an element within the RP. For example, if the RP is not styled after anime, do not post an anime picture. In particular I resent anime pictures for non-stylised RPs because anime characters do not look like people. The artwork tends to detail superficial elements like clothes and backgrounds, with the actual appearance of the character being generally overlooked.


So much yes. Especially when it's a copy/paste from deviantART and no credit is given to the artist. Remember what OC stands for. Sometimes I think people see a cool picture and turn it into their character, rather than create one on their own and use a picture as a basic reference.

Proofread your sheet before posting. Lots of typos look lazy and messy at best, and a Grammar Nazi GM will hate your guts at worst. Spell-check will not do. The odd mistake is understandable, but passages littered with faults will likely be counted against you. Also, make sure you've formatted your sheet how the GM has requested, especially if they have explicitly stated a given format.


Even more yes. I haven't been on this site for very long but I have been running RPGs on other sites for a while (which take even more work, what with keeping up with tons of numbers and levels and whatnot), as well as participating in RPGs and RPs. I'm one of the Grammar Nazi guys who gives people a couple chances and that's it. Trust me, nothing is as frustrating for a GM as a person posting their sheet with format and spelling errors. Your first impression is extremely important. Make it good.
Hidden 10 yrs ago Post by Tydosius
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I'd say that the definition of a Mary Sue is a character who never experiences internal struggle in the events of the narrative or can never experience internal struggle in the events of any narrative. Would you agree? Or would you say this is derailing a perfectly sufficient thread?
Hidden 10 yrs ago Post by Doctor Belasco
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Doctor Belasco

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Tydosius said
I'd say that the definition of a Mary Sue is a character who never experiences internal struggle in the events of the narrative or can never experience internal struggle in the events of any narrative. Would you agree? Or would you say this is derailing a perfectly sufficient thread?


I would generally say that a Mary Sue is one with no flaws as they are intended to be perceived, but I would definitely say that's an argument for another thread.
Hidden 10 yrs ago Post by PlatinumSkink
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MatthiasAngel said So much yes. Especially when it's a copy/paste from deviantART and no credit is given to the artist. Remember what OC stands for. Sometimes I think people see a cool picture and turn it into their character, rather than create one on their own and use a picture as a basic reference.


I'd like to comment (a little late, maybe) that when an image is needed, it will rule the appearance of the character. One can write as long as a description as one likes, the image will still say a thousand words more. As such it is incredibly hard to first create the character and then try in vain to find an image that suits the character. So, yes. In the scenarios I need an image, I would find the image before fleshing out the character. Of course, I create the base first and consider the backstory, but then I need to find the image. Afterwards, I make sure to have the aura of my character and the aura of the image to match. Otherwise, it would just be a boatload of more work. I would greatly advice to try to find an image really early in the creation phase if an image is needed unless one has an artist who could imagine drawing your character. That's my opinion on that.
Hidden 10 yrs ago Post by Doctor Belasco
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Doctor Belasco

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PlatinumSkink said
I'd like to comment (a little late, maybe) that when an image is needed, it will rule the appearance of the character. One can write as long as a description as one likes, the image will still say a thousand words more. As such it is incredibly hard to first create the character and then try in vain to find an image that suits the character. So, yes. In the scenarios I need an image, I would find the image before fleshing out the character. Of course, I create the base first and consider the backstory, but then I need to find the image. Afterwards, I make sure to have the aura of my character and the aura of the image to match. Otherwise, it would just be a boatload of more work. I would greatly advice to try to find an image really early in the creation phase if an image is needed unless one has an artist who could imagine drawing your character. That's my opinion on that.


You're right, in that that is a constraint that, if a GM specifies an image, that will limit the player by whatever image they can find. I'd still recommend that players avoid using an image until reasonably far into the conceptual development of the character as far as they can, so that the character is whatever they have created for the RP and not whatever they have created around whatever image they have decided to use.
Hidden 10 yrs ago Post by jojomade
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Thank you. This was helpful
Hidden 10 yrs ago Post by Roose Hurro
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ruronihs said
Also, I have a general distaste for teleportation and auto-regen.


I have three species with "regen" abilities. The Shesh, who can survive having their heads chopped off (they have two brains, one in their head, the other under their shoulders)... and who prefer to recover lost body parts (though they can "borrow" mass from other parts of their bodies to replace lost "parts"). The Nism, who can survive having their flesh stripped from their adamantine bones (their "Lifeforce" is contained in three Vital Stones, linked through their bones). And the 'Twill, who simply have rapid healing and the ability to regenerate limbs and other parts like a lizard can regrow a lost tail (takes time).

So, "auto-regen"... such as it is, in my case... can be played in such a way as to enhance a character. Which leads to:

ruronihs said
The latter simply removes any sense of tension, drama, or potential character development that can result from an injury.


As I said above, not always so. If anything, a character who can regenerate (whether auto or otherwise) means that their whole outlook on life and risk can be made an integral part of who they are and how they act. In all cases for my above mentioned species, injury still causes pain. Just because a character knows injury can't leave permanent "marks" on their bodies doesn't mean they want to be injured. Though it can very well mean they'll willingly "take a bullet" for a friend/companion. Which in itself is all part of a character. Which can add to the tension and drama. If played right. Which is the rub, I would assume.

Still, I find such aspects fun to play, along with the host of other character development points that can come up in a good story. Not to mention, teleportation and auto-regen can be played for laughs. My Nism, for example: Nism not only have regen abilities, but they travel by means of what I call Threshhold... "teleportation portals" (actually, Hammerspace doorways). However, Threshhold is for World Walking, not for site-to-site on a planetary surface. So it has limits. And it is also subject to what I call "Advents". Which can lead to a Nism ending up where they didn't intend to be. Like when I joined a "tavern" RP, said tavern being near a lake. I had Treshhold open up above the lake, which meant Peet ended up taking an unexpected bath. Regen? Well, in another tavern thread, I had him make a "gallant" leap over the bar when the tavern owner he'd just been talking to had an "episode". Unfortunately, just before then, the guy tending bar had dropped a glass in response, so Peet had his whole "show" halted when he landed on broken glass, and had to sit down behind the bar to remove the shards from his foot, before his "regen" could work (silicon messes with their healing).

In other words, it can be made to develop a character.
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